Title Screen (#454)

* Barebones title screen prefab added

* logo and stuff

* cool

* Added sfx to title screen

* The logo now bops to the beat

* epic reveal

* Fixed something

* put some of the stuff into the main menu

* other logo bop

* Implemented logobop2 and starbop

* added scrolling bg, tweaked positioning and wip splash text for play button

* more menu

* ooops

* Expand implemented

* cool

* Made stars spawn in in the opening

* make UI elements look nicer on different aspect ratios

* add sound while hovering over logo

* add settings menu to title screen

make the title screen properly play after the opening

* swap out title screen hover sound

remove the old config path warning

* every button works, some play mode fixes

* fix issues with beataction/multisound and pausing

* fix dropdown menus not working in certain screens

* fix particles rotating when camera controls are used

* touch style pause menu items only trigger if cursor is over an item

* various changes

make playback (unpausing) more reliable
only apply changes to advanced audio settings on launch
fix title screen visuals
add opening music
continue past opening by pressing a key
update credits

* almost forgot this

* lol

* initial flow mems

* user-taggable fonts in textboxes

* alt materials for kurokane

* assets prep

* plan out judgement screen layout

change sound encodings

* start sequencing judgement

* judgement screen sequence

* full game loop

* fix major issue with pooled sound objects

rebalance ranking audio
fix issues with some effects in play mode

* new graphics

* particles

* make certain uses of the beat never go below 0

fix loop of superb music

* make markers non clamped

lockstep frees rendertextures when unloading

* lockstep creates its own rendertextures

swapped button order on title screen
added null checks to animation helpers
disabled controller auto-search for now

* enable particles on OK rank

* play mode info panel

* let play mode handle its own fade out

* fix that alignment bug in controller settings

* more safety here

* Update PauseMenu.cs

* settable (one-liner) rating screen text

* address minigame loading crashes

* don't do this twice

* wav converter for mp3

* Update Minigames.cs

* don't double-embed the converted audio

* studio dance bugfixing spree

* import redone sprites for studio dance

* update jukebox

prep epilogue screen

* epilogue screen

* studio dance inkling shuffle test

* new studio dance choreo system

* markers upgrade

* fix deleting volume changes and markers

prep category markers

* Update Editor.unity

* new rating / epilogue settings look

* update to use new tooltip system

mark certain editor components as blocking

* finish category system

* dedicated tempo / volume marker dialogs

* swing prep

* open properties dialog if mapper hasn't opened it prior for this chart

fix memory copy bug when making new chart

* fix ctrl + s

* return to title screen button

* make graphy work everywhere

studio dance selector
membillion mems

* make sure riq cache is clear when loading chart

* lol

* fix the stupid

* bring back tempo and volume change scrolling

* new look for panels

* adjust alignment

* round tooltip

* alignment of chart property prefab

* change scale factor of mem

* adjust open captions material

no dotted BG in results commentary (only epilogue)
bugfix for tempo / volume scroll

* format line 2 of judgement a bit better

update font

* oops

* adjust look of judgement score bar

* new rating bar

* judgement size adjustment

* fix timing window scaling with song pitch

* proper clamping in dialogs

better sync conductor to dsptime (experiment)

* disable timeline pitch change when song is paused

enable perfect challenge if no marker is set to do so

* new app icon

* timing window values are actually double now

* improve deferred timekeep even more

* re-generate font atlases

new app icon in credits

* default epilogue images

* more timing window adjustment

* fix timing display when pitched

* use proper terminology here

* new logo on titlescreen

* remove wip from play

update credits

* adjust spacing of play mode panel

* redo button spacing

* can pass title screen with any controller

fix issues with controller auto-search

* button scale fixes

* controller title screen nav

* remove song genre from properties editor

* disable circle cursor when not using touch style

* proper selection graphic

remove refs
re-add heart to the opening

* controller support in opening

---------

Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
This commit is contained in:
Rapandrasmus
2023-12-26 06:22:51 +01:00
committed by GitHub
parent 8d8c275e66
commit 98835c3936
1314 changed files with 194146 additions and 11622 deletions

View File

@ -9,6 +9,7 @@ using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
namespace HeavenStudio.Games.Loaders
{
@ -197,13 +198,16 @@ namespace HeavenStudio.Games
[SerializeField] SpriteRenderer[] slaveSteppers;
// rendertextures update when the slave steppers change sprites
[SerializeField] CustomRenderTexture[] renderTextures;
[SerializeField] Vector2 rtSize;
[SerializeField] Camera cameraNear1, cameraNear2, cameraDV;
[SerializeField] RawImage topT, topN, bottomL, bottomC, bottomR, bottomN;
[SerializeField] SpriteRenderer background;
[SerializeField] Material stepperMaterial;
[Header("Properties")]
static List<QueuedMarch> queuedInputs = new();
RenderTexture[] renderTextures;
Sprite masterSprite;
HowMissed currentMissStage;
bool lessSteppers = false;
@ -243,6 +247,39 @@ namespace HeavenStudio.Games
}
bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
renderTextures = new RenderTexture[3];
renderTextures[0] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
{
wrapMode = TextureWrapMode.Repeat,
};
renderTextures[1] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
{
wrapMode = TextureWrapMode.Repeat,
};
renderTextures[2] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
{
wrapMode = TextureWrapMode.Repeat,
};
cameraNear1.targetTexture = renderTextures[0];
cameraNear2.targetTexture = renderTextures[1];
cameraDV.targetTexture = renderTextures[2];
topT.texture = renderTextures[2];
topN.texture = renderTextures[0];
bottomL.texture = renderTextures[2];
bottomC.texture = renderTextures[2];
bottomR.texture = renderTextures[2];
bottomN.texture = renderTextures[1];
}
void OnDestroy()
{
foreach (var rt in renderTextures)
{
rt.Release();
}
}
private static bool ForceStepOnBeat(double beat)
@ -312,6 +349,10 @@ namespace HeavenStudio.Games
masterStepperAnim.gameObject.SetActive(!lessSteppers);
UpdateAndRenderSlaves();
cameraNear1.Render();
cameraNear2.Render();
cameraDV.Render();
}
void UpdateAndRenderSlaves()
@ -693,7 +734,7 @@ namespace HeavenStudio.Games
private void JustOn(PlayerActionEvent caller, float state)
{
currentMissStage = HowMissed.NotMissed;
stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
stepswitcherPlayer?.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShot("nearMiss");
@ -706,7 +747,7 @@ namespace HeavenStudio.Games
private void JustOff(PlayerActionEvent caller, float state)
{
currentMissStage = HowMissed.NotMissed;
stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
stepswitcherPlayer?.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
if (state >= 1f || state <= -1f)
{
SoundByte.PlayOneShot("nearMiss");
@ -719,7 +760,7 @@ namespace HeavenStudio.Games
private void MissOn(PlayerActionEvent caller)
{
if (currentMissStage == HowMissed.MissedOn) return;
stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
stepswitcherPlayer?.Play("OnbeatMiss", 0, 0);
SoundByte.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOn;
}
@ -727,7 +768,7 @@ namespace HeavenStudio.Games
private void MissOff(PlayerActionEvent caller)
{
if (currentMissStage == HowMissed.MissedOff) return;
stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
stepswitcherPlayer?.Play("OffbeatMiss", 0, 0);
SoundByte.PlayOneShotGame("lockstep/wayOff");
currentMissStage = HowMissed.MissedOff;
}